[ToME 2.2.7 Character Dump]
Name : Xiaomei Age 113 STR! 28
Sex : Neuter Height 95 INT! 40
Race : Dark-Elf Hermit Weight 100 WIS! 40
Class : Thaumaturgist Social Class 8 DEX! 33
Body : Player CON! 40
God : Nobody CHR! 37
+ To Melee Hit 9 Level 50 Max Hit Points 1415
+ To Melee Damage 10 Experience 99999999 Cur Hit Points 1415
+ To Ranged Hit 17 Max Exp 99999999 Max SP (Mana) 2268
+ To Ranged Damage 10 Exp to Adv. ***** Cur SP (Mana) 2268
AC 37+137 Gold 11951039
(Miscellaneous Abilities)
Fighting : Fair Perception : Superb Blows/Round: 7
Bows/Throw : Very Good Searching : Superb Shots/Round: 2
Saving Throw: Excellent Disarming : Excellent Mel.dmg/Rnd: 7d4+70
Stealth : Very Good Magic Device: Legendary[20]Infra-Vision: 120 feet
Tactic: aggressive
Explor: brisk
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, straight black hair and a very dark
complexion.
[Miscellaneous information]
Cth monsters: OFF
Z-like monsters: OFF
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: OFF
Small Levels: ON
Arena Levels: ON
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Mirkwood: Level 33 (1650')
Mordor: Level 65 (3250')
Angband: Level 102 (5100')
Barrow-Downs: Level 1 (50')
Mount Doom: Level 99 (4950')
Nether Realm: Level 696 (34800')
Submerged Ruins: Level 50 (2500')
The Void: Level 150 (7500')
Orc Cave: Level 10 (500')
Erebor: Level 72 (3600')
The Old Forest: Level 22 (1100')
Dol Guldur: Level 70 (3500')
The Sacred Land Of Mountains: Level 70 (3500')
The Land Of Rhun: Level 40 (2000')
Death fate: Level 1 (50')
Your body was a Player.
You have defeated 20027 enemies.
You destroyed Melkor forever and have been elevated to the status of Vala by
Eru Iluvatar.
Arda will forever be free.
You destroyed the One Ring, thus weakening Sauron.
You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
thus allowing the last alliance to exist.
You saved Gondolin from destruction.
You saved 98 princesses.
You saved Arda and became a famed Ruler.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
You ended your adventure the 54th Yavie of the 2890th year of the third age.
Your adventure lasted 11 days.
Your Attributes:
You are dead, killed by Ripe Old Age in the town of Minas Anor.
You can cast magic missiles.
You can restore lost life forces.
You can sense what is beyond walls.
The Blood of Life flows through your veins.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You can sense the presence of orcs.
You can sense the presence of evil beings.
You can sense the presence of good beings.
You are unlucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Corruption list:
Demon Hide:
Increases your armour class by your level
Provides immunity to fire at level 40
But reduces speed by your level / 7
Skills (points left: 50)
- Combat 01.000 [0.200]
. Weaponmastery 00.700 [0.400]
- Sneakiness 01.000 [0.900]
. Stealth 01.300 [0.400]
- Magic 50.000 [1.150]
. Magic-Device 30.400 [1.050]
. Spell-power 00.000 [0.600]
. Mana 00.000 [0.600]
. Fire 00.000 [0.700]
. Water 06.300 [0.700]
. Air 00.000 [0.700]
. Earth 01.400 [0.700]
. Meta 00.000 [0.700]
. Conveyance 00.000 [0.700]
. Divination 00.000 [0.700]
. Temporal 00.000 [0.700]
. Mind 00.000 [0.700]
. Nature 00.000 [0.700]
. Necromancy 30.100 [0.700]
. Runecraft 00.000 [0.700]
. Thaumaturgy 50.000 [1.000]
- Spirituality 01.000 [0.550]
. Prayer 00.000 [0.500]
- Monster-lore 02.350 [0.500]
. Summoning 09.200 [0.500]
. Symbiosis 25.200 [0.500]
Abilities
* Perfect casting
* Undead Form
[Fates]
You may meet a Wolf on level 14.
You may find a Demonblade on level 20.
You may find a Set of Leather Gloves on level 1.
[Character Equipment]
a) The Mage Staff of Uinael (1d4) (+11,+10)(100%) (+5)
It can be wielded two-handed. It can be used to store a
spell. It increases your intelligence by 5. It increases your mana
capacity by 100%. It provides resistance to blindness and confusion.
It allows you to fly. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of a Greater Balrog on level 84 of Angband.
d) The Heavy Crossbow 'Minarn' (x4) (+14,+10) (+5 to speed)
It increases your wisdom, dexterity, constitution and speed by 5. It
fires missiles excessively fast. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of an Ancient multi-hued dragon on level 102
of Angband.
e) The Ring of Teithor (+22) {100% off}
It increases your wisdom and speed by 22. It sustains your
dexterity and charisma. It provides immunity to paralysis. It
provides resistance to poison, shards and nexus. It cannot be harmed
by acid, cold, lightning or fire.
You stole it from the Speed Ring Market.
f) The Ring of Foressil (+8) {100% off}
It increases your intelligence
, constitution, speed and ability to score critical hits by 8. It
makes you invisible. It provides resistance to dark, nether and chaos
. It cannot be harmed by acid, cold, lightning or fire.
You stole it from the Speed Ring Market.
k) The Blue Stone 'Toris Mejistos' [Ent's Potion](40%) (+2) {cursed}
It grants you the power of
restore life if it is being worn. It provides light (radius 1)
forever. It has a spell stored inside. It increases your
intelligence, wisdom and luck by 2. It increases your mana capacity
by 40%. It sustains your intelligence and wisdom. It provides
resistance to life draining. It allows you to breathe underwater. It
allows you to sense the presence of evil beings and good beings. It
slows your metabolism. It speeds your regenerative powers. It is
heavily cursed. It can re-curse itself. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of Ar-Pharazon the Golden on level 50 of
Submerged Ruins.
m) a Dwarven Lantern of the Magi (+3) {!k!k!d!d}
It grants you the power of magic map if it is being
worn. It provides light (radius 2) forever. It can be used to store
a spell. It increases your intelligence, wisdom and charisma by 3.
It makes you invisible. It provides resistance to blindness. It
cannot be harmed by fire.
It was given to you as a reward.
n) The Splint Mail of Eondil (-16,-3) [19,+15](40%)
It increases your hit points by 40%.
It sustains your intelligence, constitution and charisma. It provides
immunity to acid. It provides resistance to acid, electricity, cold,
poison, light, nether, nexus, chaos and disenchantment. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of an Ancient multi-hued dragon on level 102
of Angband.
o) a Spider Web of Air [1,+16] {!k!k!d!d!*}
It allows you to breathe without air.
You found it in the remains of a Master lich on level 102 of Angband.
p) The Dragon Shield of Viend [8,+26]
It sustains your strength, intelligence and constitution. It provides
immunity to acid. It provides resistance to electricity, cold,
confusion, sound, nether, nexus, chaos and disenchantment. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of Vecna, the Emperor Lich on level 99 of
Mount Doom.
s) The Golden Crown of Gondor [0,+15] (+3)
It can be activated for heal 700 hit points every 250 turns
if it is being worn. It provides light (radius 1) forever. It
increases your strength, wisdom, constitution and speed by 3. It
provides resistance to electricity, fire, cold, light, blindness,
confusion, sound, chaos and disenchantment. It allows you to
levitate. It allows you to see invisible monsters. It speeds your
regenerative powers. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Maeglin, the Traitor of Gondolin in the
town of Gondolin .
u) The Set of Gauntlets of Eol [Stone Skin] [3,+15](60%) (+3)
It can be activated for mana bolt (9d8) 7+d7 turns
if it is being worn. It has a spell stored inside. It increases your
intelligence and luck by 3. It increases your mana capacity by 60%.
It provides immunity to paralysis. It provides resistance to
electricity, poison and dark. It allows you to levitate. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of a Barrow wight on level 102 of Angband.
x) a Pair of Metal Shod Boots of Speed [6,-5] (+9) {!k!k!d!d}
It increases your speed by 9.
You stole it from the Footwear Shop.
z) a Master quylthulg (3000 hp)
{) The Bolt of Estel (1d5) (+7,+10) (+3 attacks)
It increases your intelligence,
constitution, charisma and attack speed by 3. It produces chaotic
effects. It is especially deadly against dragons. It fights against
evil with holy fury. It cannot be harmed by acid, cold, lightning or
fire.
It was given to you as a reward.
|) The Mattock of Nain (+12,+18) (+6 to searching)
It can be activated for stone to mud
every 5 turns if it is being worn. It increases your strength,
searching, infravision and ability to tunnel by 6. It does extra
damage from acid. It is especially deadly against dragons. It is
especially deadly against orcs. It is especially deadly against
trolls. It is especially deadly against giants. It provides
resistance to acid, dark and disenchantment. It allows you to climb
mountains. It allows you to sense the presence of orcs. It cannot be
harmed by acid, cold, lightning or fire.
It was given to you as a reward.
[Character Inventory]
a) The Grail of Kenault {!* cure insanity}
It can be activated for cure insanity.
You found it in the remains of a Dark elven sorcerer on level 52 of The
Sacred Land Of Mountains.
b) Jor's Compendium of Strange Behaviour {!* geno}
It can be activated for genocide every 500
turns.
You found it in the remains of a Spirit naga on level 48 of Mordor.
c) a Master quylthulg (3000 hp)
d) 15 Potions of Cure Insanity {!k}
e) 23 Potions of Healing {!k}
f) a Golden Rod of the Istari of Healing (250/250) {!k!k!d!d}
It
can hold more mana. It can cast spells for a lesser mana cost. It
can cast spells faster. It regenerates its mana faster.
You found it in the remains of an Archlich on level 102 of Angband.
g) a Golden Rod of Capacity of Healing (250/250) {!*}
It
can hold more mana.
You found it in the remains of Saruman of Many Colours on level 56 of
Mordor.
h) a Golden Rod of Recall (125/125) {!*!*}
i) a Mithril Rod of the Istari of Healing (320/320) {!k!k!d!d}
It can hold more mana. It can cast spells for a lesser mana
cost. It can cast spells faster. It regenerates its mana faster.
It was given to you as a reward.
j) a Mithril Rod of Perception (160/160) {!k!k!d!d@z2}
k) a Mithril Rod of Detection (160/160) {!k!k!d!k@z1}
l) an Adamantite Rod of Cheapness of Home Summoning (200/200) {!k!k!d!d!*}
It can cast spells for a lesser mana
cost.
You found it in the remains of a Nightcrawler on level 102 of Angband.
m) an Adamantite Rod of Restoration (101/200) {!k!d!*}
n) The Ring of Aladilmar (-7) {cursed}
It decreases your infravision by 7. It makes you completely fearless.
It provides resistance to light. It induces random teleportation. It
is heavily cursed. It carries an ancient foul curse. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of Melkor, Lord of Darkness on level 150 of
The Void.
o) The Ring of Phasing (+15 to speed) {cursed}
It grants you the power of teleport if it is being worn. It
increases your speed and luck by 15. It provides immunity to nether.
It provides resistance to life draining. It renders you incorporeal.
It allows you to breathe without air. It allows you to see invisible
monsters. It speeds your regenerative powers. It drains experience.
It is heavily cursed. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Tik'srvzllat on level 696 of Nether Realm.
p) The Thunderlord Coat of Bedhod (-68,-53) [9,+13](40%)
It increases your hit points by 40%. It sustains your charisma. It
provides immunity to electricity and fire. It makes you completely
fearless. It provides resistance to acid, fire, cold, poison and
light. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of an Ethereal dragon on level 102 of Angband.
q) The Rapier 'Forasgil' (1d6) (+12,+19)
It does extra damage from frost. It is especially deadly against
natural creatures. It provides resistance to cold and light. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Melkor, Lord of Darkness on level 150 of
The Void.
r) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
It can be wielded two-handed. It increases your dexterity,
ability to tunnel and speed by 5. It sustains your dexterity. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Melkor, Lord of Darkness on level 150 of
The Void.
s) The Mace 'Taratol' (3d4) (+12,+12)
It can be wielded two-handed. It can be activated for speed
(dur 20+d20) every 250 turns if it is being worn. It does extra damage
from electricity. It is a great bane of dragons. It provides
immunity to electricity. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Melkor, Lord of Darkness on level 150 of
The Void.
t) The Mage Staff of Eternity (1d4) (-19,-19)(240%) (+12 to infravision)
It is part of the trinity of the ultimate weapons. It can be
wielded two-handed. It can be activated for restore mana every 666
turns if it is being worn. It can be used to store a spell. It
increases your intelligence, wisdom, charisma, infravision, luck and
spell power by 12. It increases your mana capacity by 240%. It
provides immunity to fire. It provides resistance to acid,
electricity, fire and cold. It allows you to see invisible monsters.
It allows you to sense the presence of demons and evil beings. It
can't attack. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
u) The Mage Staff of Eldain (1d4) (+3,+6) [+5](60%) (+3)
It can be wielded two-handed. It can be used to
store a spell. It increases your spell power by 3. It increases your
mana capacity by 60%. It sustains your intelligence. It provides
immunity to paralysis. It provides resistance to blindness. It
allows you to see invisible monsters. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of Tik'srvzllat on level 696 of Nether Realm.
v) (nothing)
w) (nothing)
[Home Inventory - Bree ]
a) The Hatchet of Teiglaur (1d5) (+31,+9) (+3) {100% off}
It can be wielded two-handed. It increases your wisdom and dexterity
by 3. It does extra damage from electricity. It poisons your foes.
It produces chaotic effects. It is especially deadly against orcs.
It has been blessed by the gods. It cannot be harmed by acid, cold,
lightning or fire.
You stole it from the Axe Smith.
[Home Inventory - Gondolin ]
a) The Crumpled Scroll of Mass Resurrection
It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the ground on level 74 of Angband.
b) The Golden Horn of the Thunderlords (5 charges) {100% off}
c) The Ring of Eindol (+11)
It increases
your wisdom, speed, attack speed and ability to score critical hits by
11. It makes you invisible. It provides resistance to sound. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Cantoras, the Skeletal Lord on level 81 of
Angband.
d) The Ring 'Glienya' (+7) {100% off}
It increases your wisdom, constitution, charisma and speed by
7. It sustains your charisma. It provides resistance to light and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.
You stole it from the Speed Ring Market.
e) The Amulet 'Barand' (+3) {100% off}
It increases your wisdom,
dexterity, stealth, infravision and speed by 3. It sustains your
wisdom and dexterity. It makes you completely fearless. It provides
resistance to fire, poison, light, blindness, sound, nether and nexus.
It allows you to see invisible monsters. It cannot be harmed by acid,
cold, lightning or fire.
You stole it from the Rare Jewelry Shop.
f) The Arkenstone of Thrain (+3)
It can be activated for
detection every 30+d30 turns if it is being worn. It provides light
(radius 3) forever. It increases your speed and luck by 3. It
provides resistance to life draining, light, dark and chaos. It
allows you to see invisible monsters. It allows you to sense the
presence of orcs. It cannot be harmed by acid, cold, lightning or
fire.
It was given to you as a reward.
g) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
It increases your intelligence,
constitution, stealth and speed by 4. It provides immunity to fire.
It provides resistance to acid, electricity, cold and nexus. It
allows you to fly. It allows you to sense the presence of
thunderlords. It reflects bolts and arrows. It produces a fiery
sheath. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
The Sacred Land Of Mountains.
h) The Cloak 'Colannon' [1,+15] (+3 to speed)
It can be activated for teleport (range
100) every 45 turns if it is being worn. It increases your stealth and
speed by 3. It provides resistance to acid and nexus. It cannot be
harmed by acid, cold, lightning or fire.
It was given to you as a reward.
i) The Cloak 'Colluin' [1,+20]
It can be activated for resistance
(20+d20 turns) every 111 turns if it is being worn. It provides
resistance to acid, electricity, fire, cold and poison. It allows you
to sense the presence of good beings. It cannot be harmed by acid,
cold, lightning or fire.
It was given to you as a reward.
j) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and
constitution by 4. It provides immunity to acid. It provides
immunity to paralysis. It provides resistance to sound and chaos. It
allows you to sense the presence of orcs. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of a Large kobold on level 30 of Mirkwood.
k) The Large Metal Shield of Anarion [5,+20]
It sustains your strength, intelligence, wisdom, dexterity,
constitution and charisma. It provides resistance to acid,
electricity, fire, cold and nether. It allows you to sense the
presence of evil beings. It cannot be harmed by acid, cold, lightning
or fire.
It was given to you as a reward.
l) The Golden Crown of Meniolwe [0,+13]
It sustains your wisdom. It provides
resistance to acid, cold, light, sound, shards, nether, nexus and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
m) The Steel Helm 'Lebohaum' [20,+80]
It can be activated for sing a cheerful song every 3 turns if it is
being worn. It cannot be harmed by acid, cold, lightning or fire.
It was given to you as a reward.
n) The Dragon Helm of Dor-Lomin [8,+20] (+4)
It can be activated for rays of fear
in every direction if it is being worn. It provides light (radius 1)
forever. It increases your strength, dexterity and constitution by 4.
It provides resistance to acid, electricity, fire, cold, light and
blindness. It allows you to see invisible monsters. It allows you to
sense the presence of dragons and thunderlords. It cannot be harmed
by acid, cold, lightning or fire.
o) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
It grants you the power of magic map
if it is being worn. It increases your searching, infravision and
ability to tunnel by 4. It allows you to climb mountains. It cannot
be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 42 of Mordor.
p) The Small Sword 'Sting' (E:10, L:1) (1d6) (+7,+8) (+2 to speed)
It provides light
(radius 1) forever. It increases your strength, dexterity,
constitution, speed and attack speed by 2. It is especially deadly
against orcs. It strikes at undead with holy wrath. It fights
against evil with holy fury. It is especially deadly against natural
creatures. It provides immunity to paralysis. It provides resistance
to light and blindness. It allows you to see invisible monsters. It
allows you to sense the presence of orcs, spiders and undead. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Dracolisk on level 76 of Angband.
q) The Broad Sword 'Esgior' (2d5) (+27,+18) (+3) {100% off}
It
increases your wisdom and dexterity by 3. It does extra damage from
acid, electricity and fire. It poisons your foes. It drains life
from your foes. It is very sharp and can cut your foes. It is
especially deadly against giants. It strikes at demons with holy
wrath. It strikes at undead with holy wrath. It fights against evil
with holy fury. It is especially deadly against natural creatures.
It cannot be harmed by acid, cold, lightning or fire.
You stole it from the Black Market.
r) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
It generates an antimagic field.
It increases your speed and attack speed by 2. It does extra damage
from fire. It is especially deadly against dragons. It provides
immunity to fire. It makes you completely fearless. It provides
resistance to fire, chaos and disenchantment. It drains mana, life
and experience. It aggravates nearby creatures. It is heavily
cursed. It carries an ancient foul curse. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
The Sacred Land Of Mountains.
s) The Long Bow of Bard (x5) (+17,+19) (+2)
It increases your dexterity and luck by 2
. It provides immunity to paralysis. It allows you to sense the
presence of dragons. It fires missiles with extra might. It cannot
be harmed by acid, cold, lightning or fire.
It was given to you as a reward.
[Home Inventory - Minas Anor ]
a) a Partial Totem of a Great Hell Wyrm {!k!k!d!d@m1}
b) a Partial Totem of a Great Wyrm of Chaos {!k!k!d!d@m2}
c) The Ring of Power 'Nenya' (+9,+9) (+2)
It can be activated for healing (800)
every 100+d200 turns if it is being worn. It increases your strength,
intelligence, wisdom, dexterity, constitution, charisma, stealth,
speed and luck by 2. It sustains your intelligence, wisdom and
charisma. It provides immunity to cold. It provides immunity to
paralysis. It provides resistance to life draining and blindness. It
allows you to see invisible monsters. It gives telepathic powers. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Bile Wyrm on level 127 of Angband.
d) The Multi-Hued Dragon Scale Mail 'Thondenor' (-2 to accuracy) [30,+27]
It can be activated for breathe multi-hued (250) every 60+d60 turns if
it is being worn. It sustains your intelligence and charisma. It
provides immunity to electricity and cold. It makes you completely
fearless. It provides resistance to acid, electricity, fire, cold,
poison and nether. It allows you to fly. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of a Nightwalker on level 96 of Angband.
e) The Metal Scale Mail of Gelline (-27,-19) [13,+14](40%)
It
increases your hit points by 40%. It sustains your wisdom. It
provides resistance to electricity, fire, sound, nexus and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Thunder on level 102 of
Angband.
f) The Chain Mail of Cirinion (-35,-40) [14,+11](40%)
It increases your hit points by 40%. It sustains your
intelligence and constitution. It provides immunity to acid. It
provides resistance to acid, fire, light, nexus and chaos. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Hell Wyrm on level 102 of Angband.
g) The Splint Mail of Nienya (-38,-38) [19,+12](40%)
It increases your hit points by 40%. It sustains your dexterity. It
provides resistance to fire, cold, confusion, shards, chaos and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 42 of Mordor.
h) The Ribbed Plate Armour of Tared (-11,-62) [28,+12](40%)
It increases your
hit points by 40%. It provides resistance to fire, cold, confusion
and sound. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Swamp Wyrm on level 102 of Angband.
i) The Robe of Great Luck [-30,-20] (+60)
It increases your luck by 60. It provides immunity to paralysis. It
drains mana and life. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of a Great Storm Wyrm on level 102 of Angband.
j) The Robe of Glaquen (-33,-38) [2,+9](40%)
It increases your hit points by 40%. It provides immunity to fire.
It provides immunity to paralysis. It makes you completely fearless.
It provides resistance to sound. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Wyrm of Chaos on level 102 of
Angband.
k) The Rhino Hide Armour of Golas (-37,-69) [8,+16](40%)
It increases your hit points by 40%. It sustains your wisdom.
It provides immunity to electricity. It provides immunity to
paralysis. It provides resistance to nether and chaos. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Storm Wyrm on level 102 of Angband.
l) The Cord Armour of Durung (-68,-24) [6,+14](40%)
It increases your hit points by 40%. It sustains your intelligence
and charisma. It provides immunity to fire and cold. It makes you
completely fearless. It provides resistance to acid and nether. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Black reaver on level 101 of Angband.
m) The Padded Armour of Hirimang (-17,-13) [4,+14](40%)
It increases your hit points by 40%. It provides immunity to acid.
It provides resistance to confusion and chaos. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Many Colours on level 102
of Angband.
n) The Leather Scale Mail 'Fauliacir' (-56,-25) [11,+13](40%)
It increases your hit points by 40%. It provides immunity
to cold. It provides immunity to paralysis. It provides resistance
to nether and disenchantment. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Wyrm of Power on level 102 of
Angband.
o) a Mouse Fur of Air [1,+12] {!k!k!d!d!*}
It allows you to breathe without air.
It was given to you as a reward.
p) The Large Leather Shield of Olianna [4,+14]
It sustains your strength. It
provides immunity to acid and electricity. It provides resistance to
life draining, electricity and dark. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Sky Drake on level 101 of Angband.
q) The Shield of Deflection of Gil-galad [10,+20] (+5)
It
can be activated for starlight (75) every 75+d75 turns if it is being
worn. It provides light (radius 1) forever. It increases your wisdom,
charisma, searching and luck by 5. It sustains your wisdom, dexterity
and charisma. It provides resistance to acid, electricity, dark and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Law on level 101 of Angband.
r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
It increases your strength and constitution by 2. It provides
immunity to paralysis. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
The Sacred Land Of Mountains.
s) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
It can be activated for arrows (150)
every 90+d90 turns if it is being worn. It grants you the power of
magic missile if it is being worn. It increases your dexterity and
luck by 4. It provides immunity to paralysis. It provides resistance
to acid. It slows your metabolism. It cannot be harmed by acid,
cold, lightning or fire.
It was given to you as a reward.
t) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It can be activated for fire branding
of bolts every 999 turns if it is being worn. It increases your speed
by 10. It provides resistance to fire. It slows your metabolism.
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Power on level 102 of
Angband.
u) The Heavy Crossbow 'Dirion' (x7) (+14,+10) (+3)
It provides light (radius 1) forever. It increases your
strength, wisdom and constitution by 3. It fires missiles with extra
might. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Storm Wyrm on level 101 of Angband.
v) The Seeker Bolt of Miriona (4d5) (+18,+15) (+3 to speed)
It increases your strength, speed and attack speed by 3. It does
extra damage from acid. It is especially deadly against orcs. It is
especially deadly against giants. It is a great bane of demons. It
strikes at undead with holy wrath. It fights against evil with holy
fury. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Law on level 100 of Angband.
[Home Inventory - Lothlorien ]
a) 80 Potions of Cure Insanity {!k}
b) 50 Potions of Healing {!k}
c) 14 Potions of *Healing* {!k}
d) a Potion of Life {!k}
e) 24 Potions of Restore Mana {!k}
f) 7 Scrolls of *Identify* {!k}
g) a Scroll of Acquirement {100% off}
h) a Fireproof Scroll of Acquirement {100% off}
It cannot be harmed by fire.
You stole it from the Scribe.
i) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
It can be activated for heal and cure
black breath every 200 turns if it is being worn. It provides light
(radius 3) forever. It increases your strength, wisdom, charisma and
speed by 4. It makes you completely fearless. It provides resistance
to fire, poison and disenchantment. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Great Wyrm of Chaos on level 82 of
Angband.

Dont you get bored. I did and im playing lostsoul unbeliever now for a while.

On 23.6.2003 22:14 dzhang@its.caltech.edu wrote:Actually, this one is different. Because of the new 2.2.0 rules, you can get up to 0.5 in any skill you already have with swordquests. So this one is gonna be a Thaum-Alchemist. So with the weapons of Doom and View-spells that do 10d100, this character will be the ultimate.

On 24.6.2003 07:57 dzhang@its.caltech.edu wrote:Eh... does anyone know what the difference between "magic missiles" and "mana" types are? The spell I got was view, but in Vanilla magic missiles was the unresistable one, so...?

On 24.6.2003 14:22 arjen5@hotmail.com wrote:You know that you have 81(!) fates on lvl 1. If you go there the whole lvl is full with fate items/monsters.

And you die several times.

But the thing i dont like is the making of way overpowered items. If you finnish one, you are immedately immortal. (if you dont start thinking that your immortal ofcourse)

On 25.6.2003 01:31 dzhang@its.caltech.edu wrote:Actually, I'd go there to clear it, except ToME 2.2.0 is buggy and whenever you go to the level of a death fate, it crashes. So... the fates just continue building.

On 27.8.2004 23:35 Elliott946@aol.com wrote:That question is probably facetious, but just in case, once you've got MD up to where you want it, I've always found Conveyance and Divination, or alternatively, Mindcraft, to be the best uses for Thaumaturgist spell points.

Assuming you're planning on slapping around Melkor, you coud build up Symbiote for the share-life/heal-symbiote alternate route if you don't come across a cloak of air.

On 28.8.2004 01:04 dzhang@its.caltech.edu wrote:Well, spent a little more time on it, and got the Cloak of Air as well as a slightly nicer Xbow and a slightly nicer armor.

Something funny... check out the artifact Ring of Speed (+22). o_O That's the highest I've ever seen a randart ring p-val. But the other boost had to be in WIS. Ah, well, at least it's not CHA.

Been roaming around a bit to try to find a couple more Istari Rods (For Home Summoning and 3rd Heal), but the W's and L's aren't being cooperative in their drops.

In terms of where to put the points, I was at least being partially serious. :P

Spending 10 points in Conveyance might be the right thing to do for Teleports, but isn't too high on my priority list, since I found the Rod Tip of Home Summoning, so I can stockpile a lot of ?oTeleport before going, and access whenever. On the other hand, I do have Spell slots in my equipment.

Pumping Magic Device might be a good idea to reduce fails a little more (right now failing maybe 3%-5%)

Permanent speed is at +36 right now, and will stay that way unless I find Feanor, I think. I probably won't swap out with Cubragol even if I find it, because I'm at exactly 40 in CON, so the 2 from the Xbow is important.

Hm... well, I've never played Symbiant before, so I'm not really sure how it works. What are typical levels to bring it up to for various benefits? Looking at the Docs, it seems as if 15 is the highest useful value, unless there's some big power at 25 that I don't know about under Major Powers (Teleport?).

Alternatively, I could pump Stealth, but I'm not happy with it being only 0.4.

I never get Divination, because ?o*ID* is fairly common, and the Dwarvern Lamp of Magi quest reward from Eol gives you Magic Map.

Eh... Mindcraft isn't a Thaum Class feature, and I didn't pick it up during FF's, so that option is no longer open to me. But yes, getting it up to 23 for (+10) haste and (+50) AC woulda been nice.

On 28.8.2004 09:24 Elliott946@aol.com wrote:I like divination not for the *ID* but for the, at high levels, super wide range detect monsters, detect ways, and whole level vision (same as enlightenment potion). They're all handy to have versus Morgoth and especially doing the god quests, but where they really come in handy is during the Void and Nether Realms.

When you casting high level vision down there, it significantly expands your LOS for the rest of the level, and I find that incredibly helpful. Sense monsters is mostly good for spotting those nasty greater demon pits a long way off, and, if I recall correctly, sense ways will actually point out stairs (within range) on the map, rather than just telling you that "you sense a way off the level", which is worthless when you're stair scumming (because you're already close to the stairs you came down).

Conveyance, of course, is the combo of having your phase door create void gates (when fighting Melkor, create walls, then phase door away and create walls again. Let him run back and forth between your spots raining area spells on him and taking the gate to the other spot before he gets through that last square of wall. If done right, he never gets LOS on you the whole time. But, DON'T kill him while standing on a void gate!) and the recall spell. I find swapping places with monsters super handy when doing the Void and Nether Realms, and the Recall version is better than Flare IMHO.

The value of high level symbiosis depends on the symbiote. If you've got a death mold, don't bother getting much more. However, if you've got a Master Quylthulg, then getting symbiosis up to 25 will let you access all of its powers. It'll make level 50 summoning look sad and pathetic by comparison.

You can pop out a half-dozen level 150 ancient dragons and wyrms (or greater demons or whatever) for a flat cost of 30 mana (and no maintenance cost) every round with no limits (other than the level monster limit). Yeah, Melkor is a formidable summoner, but even he can't do THAT. Even better, summon monsters and cull them before you encounter him, so that when you find Melkor, you can blitz him with a squad of 20 level 150 GWoPs. He'll never be able to take control of the fight. Of course, you'll be stuck using bolt spells so as not to anger your army, but it makes the fight much easier.

On 28.8.2004 21:25 dzhang@its.caltech.edu wrote:Hm... ok, after raising Symbiosis to 25 and playing with it a little, the answer occured to me exactly what I should be spending the majority of my points on.... Necromancy.

If I ever do get lazy/tired and accidentally get my character killed through sheer stupidity (the usual cause of death for me in late game), then I'd want to be given a second chance (or a third, or a fourth, etc). With one of the Powers of the Master Q being Summon weak monsters, and being able to kill all of them easily with area/view spells, I think that's the best bet.

The other option I was heavily considering after reading the Spoilers page was Mana, because apparently if you get Mana up to 50 skill, you get a cumulative 15% SP boost stacked on top of everything, which for me would be like 300 SP. But... it seems like too much for an outrageous 84 Skill Points. I'm not really running out of Mana these days anyway...

So, another huge benefit from Symbiosis (dang! I can't believe I've been ignoring this useful ability for so long...), is the controlled Teleport-To, which is about a thousand times better than plain old Teleport. So that obviates the need for Conveyance.

So... down to only 61 Skill points with nowhere to go now, after raising Symbiosis to 25, Magic Device to 30, Necromancy to 30, and buying Undead Form.

On 28.8.2004 21:31 dzhang@its.caltech.edu wrote:And oh yeah, let's not forget Absorb Soul, which combined with the massive Area spell means the Rods of Healing probably won't be seeing much action.

On 1.9.2004 05:20 Elliott946@aol.com wrote:Good call on going with Necromancy. You're right, its probably the best one.

How about Spirituality for the rest of the points? Improved saving through is always worthwhile.

On 1.9.2004 20:19 dzhang@its.caltech.edu wrote:Melkor was a pushover. I didn't even do any fancy tactics. Just stood there and Area Magic Missiled him, quaffing Cure Insanity and zapping Heals as necessary. It was kinda odd... he never did more than 200 HP damage per flurry... I mean, my AC was good, but it wasn't *that* good. Maybe Melkor got unlucky or something.

In any case, I can finally retire from ToME, now that I've gotten an Ultimate winner as a mage type.